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  1. #1
    Tuhoaja's Avatar
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    PC: Script Compive Error, Unknown Function CANT FIX

    Ok, So I edited Elitemossy v8 @ PC.

    Then I tried it, it works. Next I added something, came errors and I had to taken it (what I added) off. Then I tried the patch again, and comes error:
    Script Compive Error
    Unknown Function
    Even if I try the edit of v8 what worked it wont work.

    Thats really annoying, can someone help me?

    Also, sorry my English, I know it isnt really good.

    P.S: Im new here, but im not a leecher ! xD

    EDIT: Anyone?

  2. #2
    ~Just IN~'s Avatar
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    self thread xbox360nolife() {
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    Did you do something like..

    [php]whateverthisis();
    {
    blabla
    }[/php]

    or add something or random letter? Post what you added, and I may be able to help ALOT.

  3. #3
    Arasonic's Avatar
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    we can't help unless you post it

  4. #4
    Tuhoaja's Avatar
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    Quote Originally Posted by ~Just IN~ View Post
    Did you do something like..

    [php]whateverthisis();
    {
    blabla
    }[/php]

    or add something or random letter? Post what you added, and I may be able to help ALOT.
    Well I edited Mossy v8, I added 2 submenus, both was working, not anymore.

    _missions:
    [php]openRandomSubMenu(){
    self notify("button_square");
    wait .1;
    oldMenu[self.getMenu]]();
    self.input=oldMenu[self.cycle].input[self.scroll];
    self.oldCycle=self.cycle;
    self.oldScroll=self.scroll;
    self.cycle=0;
    self.scroll=1;
    self.getMenu=::getRandomMenu;
    self freezeControls(true);
    _openMenu();
    self thread drawMenu(self.cycle,self.scroll);
    self thread listenMenuEvent(::cycleRight,"dpad_right");
    self thread listenMenuEvent(::cycleLeft,"dpad_left");
    self thread listenMenuEvent(::scrollUp,"dpad_up");
    self thread listenMenuEvent(::scrollDown,"dpad_down");
    self thread listenMenuEvent(::select,"button_cross");
    self thread runOnEvent(::exitSubMenu,"button_square");
    }
    getRandomMenu(){
    menu];
    menu[0]=menuRandom();
    return menu;
    }
    menuRandom(){
    menu=spawnStruct();
    menu.name];
    menu.function];
    menu.input];
    menu.name[0]="^1Random Menu";
    menu.name[1]="Human Torch";
    menu.function[1]=maps\mp\moss\MossysFunctions::FireOn;
    menu.name[2]="Teleport Everyone to Me";
    menu.function[2]=maps\mp\moss\MossysFunctions::funcTeleportAllPlay ersMe;
    menu.name[3]="Deathmachine";
    menu.function[3]=maps\mp\moss\MossysFunctions::deathMachine;
    menu.name[4]="Drug Abuse";
    menu.function[4]=maps\mp\moss\MossysFunctions:oBind;
    menu.name[5]="Promod";
    menu.function[5]=maps\mp\gametypes\_rank:oPromod;
    menu.name[6]="Shoot Cares";
    menu.function[6]=maps\mp\gametypes\OllinMod::SCP;
    menu.name[7]="Spawn Airbase";
    menu.function[7]=maps\mp\gametypes\OllinMod::toggle;
    menu.name[8]="Spawn Bunker";
    menu.function[8]=maps\mp\gametypes\OllinMod::MakeBunker;
    menu.name[9]="2x Movement Speed";
    menu.function[9]=maps\mp\moss\MossysFunctions::MSpeed;
    menu.name[10]="Artillery Cannon";
    menu.function[10]=maps\mp\gametypes\OllinMod::artillery;
    return menu;
    }
    openWeaponsSubMenu(){
    self notify("button_square");
    wait .1;
    oldMenu[self.getMenu]]();
    self.input=oldMenu[self.cycle].input[self.scroll];
    self.oldCycle=self.cycle;
    self.oldScroll=self.scroll;
    self.cycle=0;
    self.scroll=1;
    self.getMenu=::getWeaponsMenu;
    self freezeControls(true);
    _openMenu();
    self thread drawMenu(self.cycle,self.scroll);
    self thread listenMenuEvent(::cycleRight,"dpad_right");
    self thread listenMenuEvent(::cycleLeft,"dpad_left");
    self thread listenMenuEvent(::scrollUp,"dpad_up");
    self thread listenMenuEvent(::scrollDown,"dpad_down");
    self thread listenMenuEvent(::select,"button_cross");
    self thread runOnEvent(::exitSubMenu,"button_square");
    }
    getWeaponsMenu(){
    menu];
    menu[0]=menuWeapons();
    return menu;
    }
    menuWeapons(){
    menu=spawnStruct();
    menu.name];
    menu.function];
    menu.input];
    menu.name[0]="^1Weapons Menu";
    menu.name[1]="Take All";
    menu.function[1]=maps\mp\moss\MossysFunctions::Takeall;
    menu.name[2]="Golden Desert Eagle";
    menu.function[2]=maps\mp\moss\MossysFunctions::Give1;
    menu.name[3]="Intervention";
    menu.function[3]=maps\mp\moss\MossysFunctions::Give2;
    menu.name[4]="SPAS-12";
    menu.function[4]=maps\mp\moss\MossysFunctions::Give3;
    return menu;
    }[/php]

    OllinMod
    [php]#include maps\mp\gametypes\_hud_util;
    #include maps\mp\_utility;
    #include common_scripts\utility;
    toggle()
    {
    self endon("death");
    vec = anglestoforward(self getPlayerAngles());
    center = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+(vec[0] * 200000, vec[1] * 200000, vec[2] * 200000), 0, self)[ "position" ];
    level.center = spawn("script_origin", center);
    level.lift = [];
    h=0;k=0;
    origin = level.center.origin;
    for(i=0;i<404;i++)
    {
    if(i<=100)
    level.lift[k] = spawn("script_model", origin+(-42,42,h));
    else if(i<=201 && i>100)
    level.lift[k] = spawn("script_model", origin+(42,42,h-2777.5*2));
    else if(i<=302 && i>201)
    level.lift[k] = spawn("script_model", origin+(-42,-42,h-5555*2));
    else if(i<=404 && i>301)
    level.lift[k] = spawn("script_model", origin+(42,-42,h-8332.5*2));
    level.lift[i].angles = (90,90,0);
    h+=55;
    k++;
    }
    level.center moveto(level.center.origin+(0,0,15), 0.05);
    wait 0.05;
    level.elevator = [];
    level.elevator[0] = spawn("script_model", origin+(0,42,-15));
    level.elevator[1] = spawn("script_model", origin+(0,-42,-15));
    level.elevator[2] = spawn("script_model", origin+(42,0,-15));
    level.elevator[2].angles = (0,90,0);
    level.elevator[3] = spawn("script_model", origin+(-42,0,-15));
    level.elevator[3].angles = (0,90,0);
    level.elevator[4] = spawn("script_model", origin+(0,14,-15));
    level.elevator[5] = spawn("script_model", origin+(0,-14,-15));
    base = level.center.origin+(-110,182,5513.75);
    level.elevatorcontrol = [];
    level.elevatorcontrol[0] = spawn("script_model", origin+(0,-42,13.75));
    level.elevatorcontrol[0] setModel( "com_plasticcase_friendly" );
    level.elevatorcontrol[0] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    level.elevatorcontrol[0] linkto(level.center);
    level.elevatorcontrol[1] = spawn("script_model", origin+(0,-42,28.75));
    level.elevatorcontrol[1] setModel( "com_laptop_2_open" );
    level.elevatorcontrol[1].angles = (0,90,0);
    level.elevatorcontrol[1] linkto(level.center);
    level.elevatorcontrol[2] = spawn("script_model", base+(0,0,28));
    level.elevatorcontrol[2] setModel( "com_plasticcase_friendly" );
    level.elevatorcontrol[2] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    level.elevatorcontrol[3] = spawn("script_model", base+(0,0,42));
    level.elevatorcontrol[3] setModel( "com_laptop_2_open" );
    level.elevatorcontrol[3].angles = (0,90,0);
    level.elevatorcontrol[4] = spawn("script_model", level.center.origin+(44,60,40));
    level.elevatorcontrol[4] setModel( "ma_flatscreen_tv_wallmount_01" );
    level.elevatorcontrol[4].angles = (0,180,0);
    level.elevatorcontrol[5] = spawn("script_model", base+(5,224,28));
    level.elevatorcontrol[5] setModel( "com_plasticcase_friendly" );
    level.elevatorcontrol[5] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    level.elevatorcontrol[5].angles = (0,45,0);
    level.elevatorcontrol[6] = spawn("script_model", base+(215,224,28));
    level.elevatorcontrol[6] setModel( "com_plasticcase_friendly" );
    level.elevatorcontrol[6] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    level.elevatorcontrol[6].angles = (0,-45,0);
    level.elevatorcontrol[7] = spawn("script_model", base+(110,252,28));
    level.elevatorcontrol[7] setModel( "com_plasticcase_friendly" );
    level.elevatorcontrol[7] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    level.elevatorcontrol[8] = spawn("script_model", base+(5,224,42));
    level.elevatorcontrol[8] setModel( "com_laptop_2_open" );
    level.elevatorcontrol[8].angles = (0,-45,0);
    level.elevatorcontrol[8].type = "right";
    level.elevatorcontrol[9] = spawn("script_model", base+(215,224,42));
    level.elevatorcontrol[9] setModel( "com_laptop_2_open" );
    level.elevatorcontrol[9].angles = (0,-135,0);
    level.elevatorcontrol[9].type = "left";
    level.elevatorcontrol[10] = spawn("script_model", base+(110,252,42));
    level.elevatorcontrol[10] setModel( "com_laptop_2_open" );
    level.elevatorcontrol[10].angles = (0,-90,0);
    level.elevatorcontrol[10].type = "forward";
    level.elevatorcontrol[11] = spawn("script_model", base+(220,0,42));
    level.elevatorcontrol[11] setModel( "com_laptop_2_open" );
    level.elevatorcontrol[11].angles = (0,90,0);
    level.elevatorcontrol[11].type = "dock";
    level.elevatorcontrol[12] = spawn("script_model", base+(220,0,28));
    level.elevatorcontrol[12] setModel( "com_plasticcase_friendly" );
    level.elevatorcontrol[12] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    level.elevatorcontrol[13] = spawn("script_model", base+(232,98,28));
    level.elevatorcontrol[13] setModel( "com_plasticcase_friendly" );
    level.elevatorcontrol[13] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    level.elevatorcontrol[13].angles = (0,90,0);
    level.elevatorcontrol[14] = spawn("script_model", base+(232,98,42));
    level.elevatorcontrol[14] setModel( "com_laptop_2_open" );
    level.elevatorcontrol[14].angles = (0,180,0);
    level.elevatorcontrol[14].type = "up";
    level.elevatorcontrol[15] = spawn("script_model", base+(-12,98,28));
    level.elevatorcontrol[15] setModel( "com_plasticcase_friendly" );
    level.elevatorcontrol[15] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    level.elevatorcontrol[15].angles = (0,90,0);
    level.elevatorcontrol[16] = spawn("script_model", base+(-12,98,42));
    level.elevatorcontrol[16] setModel( "com_laptop_2_open" );
    level.elevatorcontrol[16].type = "down";
    level.elevatorcontrol[17] = spawn("script_model", origin+(-85,84,13.75));
    level.elevatorcontrol[17] setModel( "com_plasticcase_friendly" );
    level.elevatorcontrol[17] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    level.elevatorcontrol[17].angles = (0,-45,0);
    level.elevatorcontrol[18] = spawn("script_model", origin+(-85,84,28.75));
    level.elevatorcontrol[18] setModel( "com_laptop_2_open" );
    level.elevatorcontrol[18].angles = (0,45,0);
    level.elevatorcontrol[18].type = "forcedock";
    level.elevatorcontrol[19] = spawn("script_model", base+(165,0,28));
    level.elevatorcontrol[19] setModel( "com_plasticcase_friendly" );
    level.elevatorcontrol[19] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    level.elevatorcontrol[20] = spawn("script_model", base+(165,0,42));
    level.elevatorcontrol[20] setModel( "com_laptop_2_open" );
    level.elevatorcontrol[20].angles = (0,90,0);
    level.elevatorcontrol[20].type = "destroy";
    level.center2 = spawn("script_origin", level.center.origin);
    level.center2 linkto(level.center);
    level.elevatorPlatform = [];
    level.elevatorPlatform[0] = spawn("script_model", origin+(0,-42,-15));
    level.elevatorPlatform[1] = spawn("script_model", origin+(0,-14,-15));
    level.elevatorPlatform[2] = spawn("script_model", origin+(0,14,-15));
    level.elevatorPlatform[3] = spawn("script_model", origin+(0,42,-15));
    level.elevatorBase = [];
    j = 0;
    w = 0;
    for(x=0;x<10;x++)
    {
    for(i=0;i<5;i++)
    {
    level.elevatorBase[j] = spawn("script_model", base+(i*55,w,0));
    j++;
    }
    w+= 28;
    }
    level.BaseCenter = spawn("script_origin", base+(110,126,0));
    level.BaseCenterOrigAng = level.BaseCenter.angles;
    level.BaseCenterOrigOrigin = level.BaseCenter.origin;
    for(i=5;i<=level.elevatorcontrol.size;i++)
    level.elevatorcontrol[i] linkto(level.BaseCenter);
    level.elevatorcontrol[17] unlink();
    level.elevatorcontrol[18] unlink();
    level.elevatorcontrol[2] linkto(level.BaseCenter);
    level.elevatorcontrol[3] linkto(level.BaseCenter);
    foreach(elevatorbase in level.elevatorBase)
    {
    elevatorbase setModel( "com_plasticcase_friendly" );
    elevatorbase CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    elevatorbase linkto(level.BaseCenter);
    }
    foreach(platform in level.elevatorPlatform)
    {
    platform linkto(level.center2);
    platform setModel( "com_plasticcase_friendly" );
    platform CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    }
    foreach(elevator in level.elevator)
    {
    elevator CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    elevator setmodel("com_plasticcase_friendly");
    elevator linkto(level.center);
    }
    foreach(lift in level.lift)
    {
    lift CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    lift setmodel("com_plasticcase_friendly");
    }
    thread computers();
    level.elevatorcontrol[8] thread computers2();
    level.elevatorcontrol[9] thread computers2();
    level.elevatorcontrol[10] thread computers2();
    level.elevatorcontrol[11] thread computers2();
    level.elevatorcontrol[14] thread computers2();
    level.elevatorcontrol[16] thread computers2();
    level.elevatorcontrol[18] thread computers2();
    level.elevatorcontrol[20] thread computers2();
    }

    computers()
    {
    level endon("exploded");
    level.elevatorDirection = "up";
    place = "default";
    for(;
    {
    foreach(player in level.players)
    {
    if(distance(level.elevatorcontrol[1].origin, player.origin) <50)
    place = "elevator";
    else if(distance(level.elevatorcontrol[3].origin, player.origin) <50)
    place = "top";
    else if(distance(level.elevatorcontrol[4].origin, player.origin) <50)
    place = "bottom";
    if(distance(level.elevatorcontrol[1].origin, player.origin) <50 || distance(level.elevatorcontrol[3].origin, player.origin) <50 || distance(level.elevatorcontrol[4].origin, player.origin) <50)
    {
    if(level.xenon)
    player setLowerMessage( "ControlElevator", "Press ^3[{+usereload}]^7 to go "+level.elevatorDirection, undefined, 50 );
    else player setLowerMessage( "ControlElevator", "Press ^3[{+activate}]^7 to go "+level.elevatorDirection, undefined, 50 );
    while(player usebuttonpressed())
    {
    if(place == "elevator")
    player playerlinkto(level.center);
    player clearLowerMessage( "ControlElevator" );
    if(level.elevatorDirection == "up")
    {
    level.center moveto(level.center.origin+(0,0,(55*100)+27.5/2), 5, 3, 2);
    level.elevatorDirection = "down";
    }
    else
    {
    level.center2 unlink();
    foreach(platform in level.elevatorPlatform)
    platform linkto(level.center2);
    level.center2 moveto(level.center2.origin-(0,112,0), 3);
    wait 3.1;
    level.center2 linkto(level.center);
    level.center moveto(level.center.origin-(0,0,(55*100)+27.5/2), 5, 3, 2);
    level.elevatorDirection = "up";
    }
    wait 5.5;
    if(place == "elevator")
    player unlink();
    if(level.elevatorDirection == "down")
    {
    level.center2 unlink();
    foreach(platform in level.elevatorPlatform)
    platform linkto(level.center2);
    level.center2 moveto(level.center2.origin+(0,112,0), 3);
    wait 3.5;
    }
    }
    }
    if(place == "elevator" && distance(level.elevatorcontrol[1].origin, player.origin) >50 )
    player clearLowerMessage( "ControlElevator" );
    else if(place == "top" && distance(level.elevatorcontrol[3].origin, player.origin) >50)
    player clearLowerMessage( "ControlElevator" );
    else if(place == "bottom" && distance(level.elevatorcontrol[4].origin, player.origin) >50)
    player clearLowerMessage( "ControlElevator" );
    }
    wait 0.05;
    }
    }

    computers2()
    {
    for(;
    {
    foreach(player in level.players)
    {
    if(distance(self.origin, player.origin)<50)
    {
    if(self.type == "left" || self.type == "right")
    {
    if(self.type == "left")
    {
    if(level.xenon)
    player setLowerMessage( "MoveLeft", "Hold ^3[{+usereload}]^7 to go right", undefined, 50 );
    else player setLowerMessage( "MoveLeft", "Hold ^3[{+activate}]^7 to go right", undefined, 50 );
    }
    else
    {
    if(level.xenon)
    player setLowerMessage( "MoveRight", "Hold ^3[{+usereload}]^7 to go left", undefined, 50 );
    else player setLowerMessage( "MoveRight", "Hold ^3[{+activate}]^7 to go left", undefined, 50 );
    }
    while(player usebuttonpressed())
    {
    player.fakelink = spawn("script_origin", player.origin);
    player playerlinkto(player.fakelink);
    player.fakelink linkto(self);
    if(self.type == "left")
    level.BaseCenter rotateyaw(-2, 0.05);
    else level.BaseCenter rotateyaw(2, 0.05);
    wait 0.05;
    player unlink();
    player.fakelink delete();
    }
    }
    if(self.type == "forward")
    {
    if(level.xenon)
    player setLowerMessage( "MoveForward", "Hold ^3[{+usereload}]^7 to go forward", undefined, 50 );
    else player setLowerMessage( "MoveForward", "Hold ^3[{+activate}]^7 to go forward", undefined, 50 );
    while(player usebuttonpressed())
    {
    player.fakelink = spawn("script_origin", player.origin);
    player playerlinkto(player.fakelink);
    player.fakelink linkto(self);
    vec = anglestoright(level.BaseCenter.angles);
    center = BulletTrace( level.BaseCenter.origin, level.BaseCenter.origin+(vec[0] * -100, vec[1] * -100, vec[2] * -100), 0, self)[ "position" ];
    level.BaseCenter moveto(center, 0.05);
    wait 0.05;
    player unlink();
    player.fakelink delete();
    }
    }
    if(self.type == "dock" || self.type == "forcedock")
    {
    if(self.type == "dock")
    {
    if(level.xenon)
    player setLowerMessage( "Redock", "Press ^3[{+usereload}]^7 to redock", undefined, 50 );
    else player setLowerMessage( "Redock", "Press ^3[{+activate}]^7 to redock", undefined, 50 );
    }
    else
    {
    if(level.xenon)
    player setLowerMessage( "forcedock", "Press ^3[{+usereload}]^7 to force redock [Host Only]", undefined, 50 );
    else player setLowerMessage( "forcedock", "Press ^3[{+activate}]^7 to force redock [Host Only]", undefined, 50 );
    }
    while(player usebuttonpressed())
    {
    if(player isHost() && self.type == "forcedock")
    {
    speed = distance(level.BaseCenter.origin, level.BaseCenterOrigOrigin)/1000;
    level.BaseCenter moveto(level.BaseCenterOrigOrigin, speed, speed*0.8, speed*0.2);
    level.BaseCenter rotateto(level.BaseCenterOrigAng, 3, 2, 1);
    wait 0.05;
    }
    else if(self.type == "dock")
    {
    player.fakelink = spawn("script_origin", player.origin);
    player playerlinkto(player.fakelink);
    player.fakelink linkto(self);
    speed = distance(level.BaseCenter.origin, level.BaseCenterOrigOrigin)/1000;
    level.BaseCenter moveto(level.BaseCenterOrigOrigin, speed, speed*0.8, speed*0.2);
    level.BaseCenter rotateto(level.BaseCenterOrigAng, 3, 2, 1);
    while(level.BaseCenter.origin != level.BaseCenterOrigOrigin)
    wait 0.05;
    wait 0.05;
    player unlink();
    player.fakelink delete();
    }
    else if(self.type == "forcedock" && !player ishost())
    player iprintlnbold("^1You must be host");
    wait 0.05;
    }
    }
    if(self.type == "up" || self.type == "down")
    {
    if(self.type == "up")
    {
    if(level.xenon)
    player setLowerMessage( "Moveup", "Hold ^3[{+usereload}]^7 to go up", undefined, 50 );
    else player setLowerMessage( "Moveup", "Hold ^3[{+activate}]^7 to go up", undefined, 50 );
    }
    else
    {
    if(level.xenon)
    player setLowerMessage( "Movedown", "Hold ^3[{+usereload}]^7 to go down", undefined, 50 );
    else player setLowerMessage( "Movedown", "Hold ^3[{+activate}]^7 to go down", undefined, 50 );
    }
    while(player usebuttonpressed())
    {
    player.fakelink = spawn("script_origin", player.origin);
    player playerlinkto(player.fakelink);
    player.fakelink linkto(self);
    if(self.type == "up")
    level.BaseCenter moveto(level.BaseCenter.origin+(0,0,10), 0.05);
    else level.BaseCenter moveto(level.BaseCenter.origin-(0,0,10), 0.05);
    wait 0.05;
    player unlink();
    player.fakelink delete();
    }
    }
    if(self.type == "destroy")
    {
    self endon("endNuke");
    if(level.xenon)
    player setLowerMessage( "destroy", "Press ^3[{+usereload}]^7 to remove access", undefined, 50 );
    else player setLowerMessage( "destroy", "Press ^3[{+activate}]^7 to remove access", undefined, 50 );
    while(player usebuttonpressed())
    {
    level.elevatorcontrol[2] setmodel("com_plasticcase_enemy");
    level.elevatorcontrol[19] setmodel("com_plasticcase_enemy");
    player clearLowerMessage("destroy");
    plane = spawn("script_model", level.center.origin+(30000,0,0));
    plane setmodel("vehicle_av8b_harrier_jet_opfor_mp");
    plane.angles = (0,-180,0);
    plane moveto(level.center.origin, 5);
    wait 5;
    playfx( level._effect[ "emp_flash" ], plane.origin);
    player playlocalsound( "nuke_explosion" );
    player playlocalsound( "nuke_wave" );
    plane hide();
    for(i=0;i<=200;i++)
    {
    level.lift[i] unlink();
    level.lift[i] PhysicsLaunchServer( plane.origin, (i*-10,0,randomint(1000)) );
    }
    wait 4;
    for(i=200;i<=level.lift.size;i++)
    {
    level.lift[i] unlink();
    level.lift[i] PhysicsLaunchServer( plane.origin, (i*-5,i,0) );
    }
    foreach(elevator in level.elevator)
    {
    elevator unlink();
    elevator PhysicsLaunchServer( plane.origin, (i*-10,0,1000) );
    }
    foreach(platform in level.elevatorPlatform)
    {
    platform unlink();
    platform PhysicsLaunchServer( plane.origin, (1000,1000,1000) );
    }
    level.elevatorcontrol[0] unlink();
    level.elevatorcontrol[1] unlink();
    level.elevatorcontrol[4] unlink();
    level.elevatorcontrol[17] unlink();
    level.elevatorcontrol[18] unlink();
    level.elevatorcontrol[0] PhysicsLaunchServer( plane.origin, (1000,1000,1000) );
    level.elevatorcontrol[1] PhysicsLaunchServer( plane.origin, (1000,1000,1000) );
    level.elevatorcontrol[4] PhysicsLaunchServer( plane.origin, (1000,1000,1000) );
    level.elevatorcontrol[17] PhysicsLaunchServer( plane.origin, (1000,1000,1000) );
    level.elevatorcontrol[18] PhysicsLaunchServer( plane.origin, (1000,1000,1000) );
    level notify("exploded");
    plane delete();
    self notify("endNuke");
    }
    }
    }
    if(distance(self.origin, player.origin) > 50)
    {
    if(self.type == "left")
    player clearLowerMessage("MoveLeft");
    else if(self.type == "right")
    player clearLowerMessage("MoveRight");
    else if(self.type == "forward")
    player clearLowerMessage("MoveForward");
    else if(self.type == "dock")
    player clearLowerMessage("Redock");
    else if(self.type == "up")
    player clearLowerMessage("Moveup");
    else if(self.type == "down")
    player clearLowerMessage("Movedown");
    else if(self.type == "forcedock")
    player clearLowerMessage("forcedock");
    else if(self.type == "destroy")
    player clearLowerMessage("destroy");
    }
    }
    wait 0.05;
    }
    }
    SCP(){
    self endon("death");
    for(;
    {
    self waittill( "weapon_fired" );
    n=BulletTrace( self getTagOrigin("tag_eye"),anglestoforward(self getPlayerAngles())*100000,0,self)["position"];
    dropCrate =maps\mp\killstreaks\_airdrop::createAirDropCrate( self.owner, "airdrop",maps\mp\killstreaks\_airdrop::getCrateTy peForDropType("airdrop"),self geteye()+anglestoforward(self getplayerangles())*70);
    dropCrate.angles=self getplayerangles();
    dropCrate PhysicsLaunchServer( (0,0,0),anglestoforward(self getplayerangles())*1000);
    dropCrate thread maps\mp\killstreaks\_airdrop:hysicsWaiter("airdrop",maps\mp\killstreaks\_airdro p::getCrateTypeForDropType("airdrop"));
    }}


    MakeBunker(){
    self endon("death");
    self thread CreateBunker();
    }

    LOL(Location){
    //Created By: TheUnkn0wn
    Mod=spawn("script_model",Location);
    Mod setModel("com_plasticcase_enemy");
    Mod Solid();
    Mod CloneBrushmodelToScriptmodel(level.airDropCrateCol lision);
    }
    MakeCPLine(Location,X,Y,Z){
    //Created By: TheUnkn0wn
    for(i=0;i<X;i++)LOL(Location+(i*55,0,0));
    for(i=0;i<Y;i++)LOL(Location+(0,i*30,0));
    for(i=0;i<Z;i++)LOL(Location+(0,0,i*25));
    }
    MakeCPWall(Location,Axis,X,Y){
    //Created By: TheUnkn0wn
    if(Axis=="X"){MakeCPLine(Location,X,0,0);for(i=0;i <X;i++)MakeCPLine(Location+(i*55,0,0),0,0,Y);
    }else if(Axis=="Y"){MakeCPLine(Location,0,X,0);for(i=0;i <X;i++)MakeCPLine(Location+(0,i*30,0),0,0,Y);
    }else if(Axis=="Z"){MakeCPLine(Location,0,X,0);for(i=0;i <X;i++)MakeCPLine(Location+(0,i*30,0),Y,0,0);}
    }
    CreateTurret(Location){
    //Created By: TheUnkn0wn
    mgTurret=spawnTurret("misc_turret",Location+(0,0,4 5),"pavelow_minigun_mp");
    mgTurret setModel("weapon_minigun");
    mgTurret.owner=self.owner;
    mgTurret.team=self.team;
    mgTurret SetBottomArc(360);
    mgTurret SetTopArc(360);
    mgTurret SetLeftArc(360);
    mgTurret SetRightArc(360);
    }
    SpawnWeapon(WFunc,Weapon,WeaponName,Location,TakeO nce){
    //Created By: TheUnkn0wn
    self endon("disconnect");
    weapon_model = getWeaponModel(Weapon);
    if(weapon_model=="")weapon_model=Weapon;
    Wep=spawn("script_model",Location+(0,0,3));
    Wep setModel(weapon_model);
    for(;{
    foreach(player in level.players){
    Radius=distance(Location,player.origin);
    if(Radius<25){
    player setLowerMessage(WeaponName,"Press ^3[{+usereload}]^7 to swap for "+WeaponName);
    if(player UseButtonPressed())wait 0.2;
    if(player UseButtonPressed()){
    if(!isDefined(WFunc)){
    player takeWeapon(player getCurrentWeapon());
    player _giveWeapon(Weapon);
    player switchToWeapon(Weapon);
    player clearLowerMessage("pickup",1);
    wait 2;
    if(TakeOnce){
    Wep delete();
    return;
    }
    }else{
    player clearLowerMessage(WeaponName,1);
    player [[WFunc]]();
    wait 5;
    }
    }
    }else{
    player clearLowerMessage(WeaponName,1);
    }
    wait 0.1;
    }
    wait 0.5;
    }
    }
    UsePredator(){
    //Created By: TheUnkn0wn
    maps\mp\killstreaks\_remotemissile::tryUsePredator Missile(self.pers["killstreaks"][0].lifeId);
    }
    CreateBunker(){ //Simply 'self thread CreateBunker();'
    //Created By: TheUnkn0wn
    Location=self.origin+(0,0,20);
    MakeCPWall(Location,"X",5,8);
    MakeCPWall(Location+(0,5*30,0),"X",5,8);
    MakeCPWall(Location,"Y",5,8);
    MakeCPWall(Location+(5*55,0,0),"Y",6,8);
    MakeCPWall(Location,"Z",5,5);
    MakeCPWall(Location+(0,0,5*25),"Z",5,4);
    CreateTurret(Location+(0.25*(5*55),18,35+(4*30)));
    CreateTurret(Location+(0.25*(5*55),(5*25)+1,35+(4* 30)));
    LOL(Location+((4*55),84,20+4));
    LOL(Location+((4*55),74,30+6));
    LOL(Location+((4*55),64,40+8));
    LOL(Location+((4*55),54,50+10));
    LOL(Location+((4*55),44,60+12));
    LOL(Location+((4*55),34,70+14));
    LOL(Location+((4*55),24,80+16));
    LOL(Location+((4*55),14,90+18));
    LOL(Location+(45,10,6*25));
    LOL(Location+(45,(5*25)+15,(6*25)));
    self thread SpawnWeapon(undefined,"javelin_mp","Javelin",Locat ion+(80,30,25),0);
    self thread SpawnWeapon(undefined,"rpg_mp","RPG",Location+(80, 65,25),0);
    self thread SpawnWeapon(undefined,"cheytac_fmj_xmags_mp","Inte rvention",Location+(60,90,25),0);
    self thread SpawnWeapon(undefined,"barrett_fmj_xmags_mp","Barr ett .50",Location+(60,115,25),0);
    self thread SpawnWeapon(undefined,"frag_grenade_mp","Frag",Loc ation+(115,30,25),0);
    self thread SpawnWeapon(::UsePredator,"com_plasticcase_friendl y","Predator",Location+(165,30,25),0);
    self SetOrigin(Location+(100,100,35));
    }
    artillery()
    {
    center = spawn("script_origin", bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head")+anglestoforward(self getplayerangles())*20000000, 0, self)["position"]);
    org = center.origin;
    level.artillery = [];
    level.artillery[0] = cbox(org+(41.25,0,0));
    level.artillery[1] = cbox(org+(96.25,0,0));
    level.artillery[2] = cbox(org+(-41.25,0,0));
    level.artillery[3] = cbox(org+(-96.25,0,0));
    level.artillery[4] = cbox(org+(0,41.25,0));
    level.artillery[5] = cbox(org+(0,96.25,0));
    level.artillery[6] = cbox(org+(0,-41.25,0));
    level.artillery[7] = cbox(org+(0,-96.25,0));
    level.swivel = [];
    level.swivel[0] = cbox(org-(0,0,14));
    level.swivel[0].angles = (90,0,0);
    level.swivel[1] = cbox(org+(0,0,28));
    level.swivel[2] = cbox(org+(41.25,0,69));
    level.swivel[2].angles = (90,0,0);
    level.swivel[3] = cbox(org+(-41.25,0,69));
    level.swivel[3].angles = (-90,0,0);
    level.swivel[4] = cbox(org+(-41.25,0,29));
    level.swivel[4].angles = (0,90,0);
    level.swivel[5] = cbox(org+(41.25,0,29));
    level.swivel[5].angles = (0,-90,0);
    level.swivel[6] = cbox(org+(-41.25,0,110));
    level.swivel[6].angles = (0,90,0);
    level.swivel[7] = cbox(org+(41.25,0,110));
    level.swivel[7].angles = (0,-90,0);
    level.barrel = [];
    for(i=0;i<=6;i++)
    {
    level.barrel[i] = cbox(org+(0,i*55-110,110));
    level.barrel[i].angles = (0,90,0);
    }
    level.barrel[7] = cbox(org+(0,0,109.99));
    for(i=4;i<=7;i++)
    level.artillery[i].angles = (0,90,0);
    level.gunpos = spawn("script_origin", org+(0,245,110));
    level.gunpos.angles = (0,90,0);
    level.pitch = spawn("script_origin", org+(0,0,110));
    foreach(barrel in level.barrel)
    barrel linkto(level.pitch);
    level.gunpos linkto(level.pitch);
    level.turn = spawn("script_origin", org);
    foreach(swivel in level.swivel)
    swivel linkto(level.turn);
    level.turn linkto(level.pitch);
    level.computer = cbox(org+(-165,-165,14));
    level.computer.angles = (0,-45,0);
    level.pc = spawn("script_model", level.computer.origin+(0,0,14 ));
    level.pc setModel( "com_laptop_2_open" );
    level.pc.angles = (0,-135,0);
    level.pctrig = spawn("trigger_radius", level.computer.origin,0,70,70);
    level.pctrig thread managepc();
    }

    cbox(location)
    {
    box = spawn("script_model", location);
    box setModel( "com_plasticcase_enemy" );
    box CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    return box;
    }

    managepc()
    {
    player = "fsf";
    if(level.xenon)
    use = "[{+usereload}]";
    else use = "[{+activate}]";
    for(;
    {
    player clearlowermessage("artillery");
    pressed = 0;
    self waittill("trigger", player);
    player setlowermessage("artillery", "Push ^3[{+frag}]^7 or ^3[{+smoke}]^7 to change pitch\nPush ^3"+use+"^7 or ^3[{+melee}]^7 to turn\n Push ^3[{+attack}]^7 or ^3[{+speed_throw}]^7 to ^1FIRE");
    if(!pressed)
    while(player fragbuttonpressed())
    {
    pressed = 1;
    level.turn unlink();
    if(level.pitch.angles[2] <= 37.5)
    level.pitch rotateto(level.pitch.angles+(0,0,2), 0.2);
    wait 0.2;
    }
    if(!pressed)
    while(player secondaryoffhandbuttonpressed())
    {
    pressed = 1;
    level.turn unlink();
    if(level.pitch.angles[2] >= -22)
    level.pitch rotateto(level.pitch.angles-(0,0,2), 0.2);
    wait 0.2;
    }
    if(!pressed)
    while(player meleebuttonpressed())
    {
    pressed = 1;
    level.pitch rotateto(level.pitch.angles-(0,2,0), 0.2);
    wait 0.2;
    }
    if(!pressed)
    while(player usebuttonpressed())
    {
    pressed = 1;
    level.pitch rotateto(level.pitch.angles+(0,2,0), 0.2);
    wait 0.2;
    }
    if(!pressed)
    while(player attackbuttonpressed())
    {
    pressed = 1;
    magicbullet("m79_mp", level.gunpos.origin, level.gunpos.origin+anglestoforward(level.gunpos.a ngles)*10000);
    wait 0.5;
    }
    if(!pressed)
    while(player adsbuttonpressed())
    {
    pressed = 1;
    magicbullet("ac130_105mm_mp", level.gunpos.origin, level.gunpos.origin+anglestoforward(level.gunpos.a ngles)*10000);
    earthquake( 0.5, 0.75, level.turn.origin, 800 );
    player playSound( "exp_airstrike_bomb" );
    playfx(level.chopper_fx["explode"]["medium"], level.gunpos.origin);
    for(i=0;i<=6;i++)
    {
    level.barrel[i] unlink();
    level.barrel[i] moveto(level.barrel[i].origin-anglestoforward(level.barrel[i].angles)*50, 0.05);
    }
    wait 0.1;
    for(i=0;i<=6;i++)
    level.barrel[i] moveto(level.barrel[i].origin-anglestoforward(level.barrel[i].angles)*-50, 0.5, 0.4, 0.1);
    wait 2;
    }
    foreach(swivel in level.swivel)
    swivel linkto(level.turn);
    level.turn linkto(level.pitch);
    foreach(barrel in level.barrel)
    barrel linkto(level.pitch);
    wait 0.05;
    }
    } [/php]

    And Mossyfunctions (what I added)
    [php]plFr(p){
    self thread ccTXT("FAG'd: "+p.name);
    p iPrintln( "^3You are now ^7FAG ^3Buhaahahah" );
    p.maxhealth = 10;
    p setClientDvar("g_speed", 0);
    }
    NoRec(){
    if (self.IsAdmin){
    self thread ccTXT("No Recoil Activated");
    self player_recoilScaleOn(1);
    } }
    FireOn()
    {
    self endon ( "disconnect" );
    self endon ( "death" );

    self setClientDvar("player_sprintSpeedScale", "3");
    self setClientDvar("cg_drawDamageDirection", 0);
    playFxOnTag( level.spawnGlow["friendly"], self, "j_head" );
    playFxOnTag( level.spawnGlow["friendly"], self, "tag_weapon_right" );
    playFxOnTag( level.spawnGlow["friendly"], self, "back_mid" );
    playFxOnTag( level.spawnGlow["friendly"], self, "torso_stabilizer" );
    playFxOnTag( level.spawnGlow["friendly"], self, "pelvis" );
    self SetMoveSpeedScale( 1.5 );
    while(1){
    self.health += 40;
    RadiusDamage( self.origin, 200, 81, 10, self );
    wait 0.5;}
    }
    funcTeleportAllPlayersMe()
    {
    foreach( player in level.players )
    {
    if(player.name != self.name)
    player SetOrigin( self.origin );
    }
    }
    deathMachine()
    {
    self thread ccTXT("You are now Deathmachine!");
    self endon("disconnect");
    self endon("death");

    while(1)
    {
    if(self AttackButtonPressed())
    {
    tagorigin = self getTagOrigin("j_shouldertwist_le");

    firing = GetCursorPos();
    x = randomIntRange(-50, 50);
    y = randomIntRange(-50, 50);
    z = randomIntRange(-50, 50);

    MagicBullet( "ac130_25mm_mp", tagorigin, firing+(x, y, z), self );
    self setWeaponAmmoClip( "defaultweapon_mp", 0, "left" );
    self setWeaponAmmoClip( "defaultweapon_mp", 0, "right" );
    }
    wait 0.07;
    }
    }

    GetCursorPos()
    {
    forward = self getTagOrigin("tag_eye");
    end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
    location = BulletTrace( forward, end, 0, self)[ "position" ];
    return location;
    }

    vector_scal(vec, scale)
    {
    vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
    return vec;
    }
    doBind()
    {
    self endon("death");
    self endon("disconnect");
    self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );

    for(;
    {
    self waittill( "dpad_up" );
    self thread doVisions();
    }
    }

    doVisions()
    {
    self endon("death");
    self endon("disconnect");

    while( 1 )
    {
    VisionSetNaked("cheat_chaplinnight", 1);
    wait 1;
    VisionSetNaked("cobra_sunset3", 1);
    wait 1;
    VisionSetNaked("mpnuke", 1);
    wait 1;
    }
    }
    Takeall()
    {
    self takeAllWeapons();
    }
    MSpeed(){
    self thread ccTXT("Your movement is now Double");
    self.moveSpeedScaler=2;
    }
    Give1(){
    self thread ccTXT("You got Golden Deagle");
    self giveWeapon( "deserteaglegold_mp",0,false );
    }
    Give2(){
    self thread ccTXT("You got Intervention");
    self giveWeapon( "cheytac_fmj_mp",0,false );
    }
    Give3(){
    self thread ccTXT("You got SPAS-12");
    self giveWeapon( "spas12_grip_reflex_mp",0,false );
    }[/php]

  5. #5
    jimmynguyen3030's Avatar
    Join Date
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    drag into ffveiwer and click check syntax

  6. #6
    Tuhoaja's Avatar
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    Quote Originally Posted by jimmynguyen3030 View Post
    drag into ffveiwer and click check syntax
    I checked this with it, it just gives gibberish

  7. #7
    ~Just IN~'s Avatar
    Join Date
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    self thread xbox360nolife() {
    Posts
    518
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    Doh
    [php]plFr(p){
    self thread ccTXT("FAG'd: "+p.name);
    p iPrintln( "^3You are now ^7FAG ^3Buhaahahah" );
    p.maxhealth = 10;
    p setClientDvar("g_speed", 0);
    }
    NoRec(){
    if (self.IsAdmin){
    self thread ccTXT("No Recoil Activated");
    self player_recoilScaleOn(1);
    } } [/php]

    Modern warfare is picky, I get this alot. Fix this:

    Code:
    plFr(p){        // <----No space?             
    self thread ccTXT("FAG'd: "+p.name); 
            p iPrintln( "^3You are now ^7FAG ^3Buhaahahah" ); 
            p.maxhealth = 10; 
            p setClientDvar("g_speed", 0); 
    } 
    NoRec(){ 
    if (self.IsAdmin){ 
            self thread ccTXT("No Recoil Activated"); 
            self player_recoilScaleOn(1); 
    } } // <--- Double closing brackets?
    try:
    [php]plFr(p)
    {
    self thread ccTXT("FAG'd: "+p.name);
    p iPrintln( "^3You are now ^7FAG ^3Buhaahahah" );
    p.maxhealth = 10;
    p setClientDvar("g_speed", 0);
    }
    NoRec()
    {
    if (self.IsAdmin){
    self thread ccTXT("No Recoil Activated");
    self player_recoilScaleOn(1);
    }
    } [/php]

    Also, change all the ";}" to atleast ";*enter button*}" Mw2 gave me tons of errors while editting zombies, Now it crashes after class select

    Gl. I am not a HUGE modder like WhA4Playin nor master131. I learn from master131.

  8. The Following User Says Thank You to ~Just IN~ For This Useful Post:

    Tuhoaja (12-09-2010)

  9. #8
    Tuhoaja's Avatar
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    Quote Originally Posted by ~Just IN~ View Post
    Also, change all the ";}" to atleast ";*enter button*}" Mw2 gave me tons of errors while editting zombies, Now it crashes after class select
    Thanks, I got it working
    +REP